Fun skill for witches when implemented

Forum for suggesting changes to Salem.

Re: Fun skill for witches when implemented

Postby ImpalerWrG » Mon Oct 13, 2014 11:39 pm

I completely agree that witches should have no combat advantages, that would just debase the witch into the PvP hierarchy which is not what we want.

Witches are a bit like Spies, anyone MIGHT be one but they should all be keeping it secret. I'd be really disappointed if we ended up with 'open' witchcraft, I don't feel the witches need to be artificially limited other then being a witch is incredibly dangerous. Even very powerful players should be hesitant to become a witch, it shouldn't be an automatic part of player progression, think of like becoming a Vampire, lots of power but huge downsides too.

Their should be something to push witches and non-witches apart, make them antagonistic towards each other, something that makes people genuinely angry at just having a witch live near them and makes them go for the pitch-forks and torches, a non-witch and a witch can never have a mutually beneficial relationship. Maybe witches passively drain all nearby non-witches inspiration, or bodily fluids, of some other nasty thing that makes you a really bad neighbor, only other witches would be immune.

Historically people believed that a person became a witch by signing their name in Satan's Book of the Damned. In other words it was the result of a pact that power was given too you, not the result of study/work/talent etc as Magic is often depicted. I propose we do something similar, but you the book you need to sign belongs to John Carver. ¦]
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Re: Fun skill for witches when implemented

Postby DarkNacht » Tue Oct 14, 2014 1:07 am

Witchcraft skills should have very high requirements and a town should be able to turn their back on the holy path and side with witchcraft with out them all having to become witches. It also should not be immediately obvious that someone is a witch but it should make those in other towns that oppose it very nervous if they find out that a town in their area has accepted a practicing witch.
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Re: Fun skill for witches when implemented

Postby KruskDaMangled » Tue Oct 14, 2014 9:44 pm

Whether or not the actual Witch is tied to a stake or not in Providence just now, SOMETHING is making things all Bad there, and I figure that might be a negative to having a Witch around, in any event. They make the Darkness worse, or otherwise spread it. So their presence and/or activity might be directly opposed to the relative safety represented by normally peaceful areas, whether ones that exist naturally, or because of Churches.

I figure they might also be naturally opposed to the whole Devotion thing that's been mentioned, somehow. In one way or the other, Churches (related to devout Pilgrims/Congregations) make things all nice and not Darkness, and Witches/Witch Buildings/Witch Covens, oppose that. So Witch activity near where you are might possibly screw with your safe little bubble of Church.

If suddenly, a Witch showed up and did whatever it was that's making that "creep" or taint appear in Boston a bunch around where you lived, that would also probably be a problem assuming it does stuff like "make all the animals all Darkness'y". You'd have to actively deal with it or be a prisoner in your own base, and possibly in some danger even then if you had patches where normally Darkness critters could spawn. Getting a clutch of Argopelters in your base unexpectedly, that would be troublesome, for sure.
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Re: Fun skill for witches when implemented

Postby ImpalerWrG » Wed Oct 15, 2014 5:30 am

Actually most folks would love to have darkness animals like Argo's appear near them, darkness penalties are currently far too mild to serve as effective downsides of having a witch around. Even if we had darkness humor drain without the desirable animals it would still be very easy to live with and around witches.
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